Despair Labyrinth (RPG) Latest Release: Ver.0.09 (4/18/12)

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Which character is your favorite so far?

Emilia (Warrior)
213
12%
Rhiannon (Berserker)
227
13%
Irine (Priest)
170
10%
Cesca (Thief)
228
13%
Thyme (Sage)
271
16%
Lanie (Magician)
218
13%
Sairyn (Martial Artist)
176
10%
Asella (Paladin)
211
12%
 
Total votes : 1714

Re: Despair Labyrinth (RPG) Latest Release: Ver.0.08 (1/7/12

Postby xaina222 » Fri Feb 24, 2012 1:38 pm

the game is great so far, in my opinion probably the best game in this forum , cant wait for the next patch to come out...
Emilia is my favorite character
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Re: Despair Labyrinth (RPG) Latest Release: Ver.0.08 (1/7/12

Postby Desuka Kira » Fri Feb 24, 2012 5:09 pm

Kita, have you thought about making the corruption system? I had a thought a few days ago, but what if we had an unseen second counter like the Purity one. This one would go from 1-100, and change according to gameplay. For example, for each enemy defeated, the counter would go down X amount, and for each one you lost to, the counter would go up X amount.

I was thinking of having this, and when the meter fills up, you'd give them access to a secondary story line, this time with your character working for the Syndicate instead. You'd go around 'breaking in' the goods, with fights being the women who resist, etc. And in this story mode, you'd eventually have to face the other hero/heroines as bosses. It'd add a lot of replay value to the game, and would satisfy a large amount of fetishes otherwise difficult to add.
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Re: Despair Labyrinth (RPG) Latest Release: Ver.0.08 (1/7/12

Postby KITAmaru » Sat Feb 25, 2012 6:34 am

Goldteddy-
Ah, right; I originally didn't have those bonuses in until a little bit later, I think, so I totally forgot about putting them in the Character Selection screen. Doing so would probably also get less questions to the effect of "y Thyme's potions heal for double?" because I fail to explain that in the actual game. Thanks for suggesting it!
Yeah, I'd definitely say so far, Rhiannon and Thyme are generally the strongest characters, at least offensively. This makes some sense flavor-wise, but I've still got a bit of tweaking to do. Lanie's also probably the weakest of them, due to her lack of a stunlock-type move in addition to having the lowest MHP; it also applies in terms of 'flavor' but not so well in game design.

coy47-
This page: http://lud.sakura.ne.jp/vxrtp.html
Yer welcome, hehe.

Kozan-
Thanks for the input, it's very much appreciated. The primary tile used in the Rogues' Division is in Tileset A, and it's actually a normally impassable tile; I changed the passage settings and just used the rectangle-maker tool to add most of the rooms in the game thus far, which explains those silly lines. I did not, however, even know about the whole Shift thing, so THANKS a lot! I went through and fixed the vast majority of them, so you won't be seeing those in 0.09.

As far as the Character Select thing goes, it's a script. I can send it to you via PM, if you like; it's pretty easy to figure out. As you can tell I'm pretty derpy when it comes to RPG VX stuff, so if I can figure it out, I'm pretty sure anyone can.

xaina222-
Thanks! Well, I personally wouldn't go THAT far, but after all, it is a subjective thing, and I'm just glad you enjoyed it.
I apologize for the recent delays; I'm not really slacking off or anything per se, I am working on things--just ask a beta tester--but I do want to round out a few things before we move on to the Arcane Division. I hate having too many 'loose ends' at this point, so yeah.
Emilia is quite popular, huh? At least on this forum, anyway--I guess it matches her character flavor-wise, since she's supposed to be kind of the ideal 'normal' or 'girl next door' type by Western standards anyhow.

Desuka Kira-
Yep, actually, I have thought about it when first making the game. It's unofficially referred to as the 'Syndicate Path', which will occur sometime later in the game, though the exact details for it are still being worked on (since most of my time is relegated to writing scenes and character development). The original idea (quite a few pages back, probably towards the beginning) involved reusing the dungeon and fighting 'good guys' instead, but ah... just with all of the events already there, it looks like that might be more difficult than I originally planned it to be. So it's likely going to have its very own maps. However, I can't promise a due date on this as there are things I gotta focus on first, unfortunately.

PROGRESS REPORT:
Finished the two generic scenes in-game for Emilia, no CG's yet. Working on 'personalization' for both now... might take a little while, especially now that characters' facial expressions are involved.
Still got to add lore to the libraries, NPC's to the new areas, 3DCGs, and to brush up on a character-exclusive cutscene. Hnnngh. Pluggin' along.
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Despair Labyrinth (RPG) Latest Update: 0.09 (4/18/12):
viewtopic.php?f=7&t=1583
Feedback:
viewtopic.php?f=28&t=1640
Wiki:
http://despairlabyrinth.wikia.com
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Re: Despair Labyrinth (RPG) Latest Release: Ver.0.08 (1/7/12

Postby kronos » Sat Feb 25, 2012 8:15 am

if you want my opinion, put the syndicate path after the main game, have it so if you have zero purity (or 100 corruption) at the end of the game, with the syndicate in ruins, and the princess saved, give a choice, return the princess, (good end) or go into business yourself, (breaking the princess, or sell her back to the king for a huge amount of cash, hiring allies like maybe the dominatrix from before, and breaking in new girls)

doing it this way would give you all the time in the world to do the main quest, and give a real valid reason to not work on the syndicate path until later. and gives the added bonus of being the boss.
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Re: Despair Labyrinth (RPG) Latest Release: Ver.0.08 (1/7/12

Postby Lucky777 » Sat Feb 25, 2012 11:18 am

You can totally take all the time in the world to add it anyway, but the point of the syndicate path that I'd wanted to see was working FOR them, certainly not overturning them and then deciding to flip-flop for no reason, or for some reason.
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Re: Despair Labyrinth (RPG) Latest Release: Ver.0.08 (1/7/12

Postby kronos » Sat Feb 25, 2012 3:05 pm

i suposse story wise it doesnt make much sense... forget i said anything
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Re: Despair Labyrinth (RPG) Latest Release: Ver.0.08 (1/7/12

Postby Desuka Kira » Sat Feb 25, 2012 5:07 pm

Something I thought of just now, to go along with the Syndicate Path:

What if you were to implement a 'subjugation' system, which would, instead of sending the defeated enemy straight to the Chambers, you would break them in one the spot via a second, far more difficult, battle. This would allow you to turn them into a companion that will help you defeat the others.

As for the regular game, I had a couple H-Scene ideas, if you want me to mention them.

Also, as a side note, I hate this 10 post thing. >.> I don't like to post randomly, and posts in this section take a couple days to be approved. (Are sure about that?)
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Re: Despair Labyrinth (RPG) Latest Release: Ver.0.08 (1/7/12

Postby coy47 » Sat Feb 25, 2012 11:36 pm

KITAmaru Wrote:coy47-
This page: http://lud.sakura.ne.jp/vxrtp.html
Yer welcome, hehe.

Thanks found it already as the vx forums came back up yesterday and I found my version of tech arts 3d yesterday as well just un-modded now I just need to mod it and begin to wonder do I make a H game or non H game, plus I also found the character selection script...YAY!
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Re: Despair Labyrinth (RPG) Latest Release: Ver.0.08 (1/7/12

Postby coy47 » Sat Feb 25, 2012 11:38 pm

Kozan Wrote:Now, I searched the first 7 pages of this thread to see if this question every came up, and I never saw it, but I want to know how you do the character choice in the beginning. It's really cool, and I was thinking of doing something like that with one of my games that I'm workin' on.

google RTP RMVX character selection script you should eventually find it...you can also modify it so it selects less characters if you don't wanna use 8.
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Re: Despair Labyrinth (RPG) Latest Release: Ver.0.08 (1/7/12

Postby killzone1012 » Sun Feb 26, 2012 2:11 am

question is there any other place besides this dungeon that your charecter is in??
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Re: Despair Labyrinth (RPG) Latest Release: Ver.0.08 (1/7/12

Postby kronos » Sun Feb 26, 2012 8:21 am

you have three posts left, give your two cents on three other games (dont spam, but take three threads, and reply intelligently (or something)) and wala... out of the moderation period.


oh and i do like that idea
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Re: Despair Labyrinth (RPG) Latest Release: Ver.0.08 (1/7/12

Postby Lucky777 » Sun Feb 26, 2012 12:34 pm

Seems to me you'd need to be playing a demon-queen/succubus/mind-controller type game to break a resisting person into your ally right away through any battle, no matter
how hard.
Doesn't quite seem to match the current game's plotline.

Then again, maybe you could do it without any extra battle at all, if for your good work the syndicate saw fit to entrust you with some of those obedience drugs...

Still, I don't get the impression that the drug thralls would be particularly useful as fighters, and CERTAINLY not as casters.
Like, I ain't sure that they can react to their surroundings enough to defend themselves, regardless of their defensive combat ability when sober, and I severely doubt that
they can focus enough to cast even basic level 1 cure.
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Re: Despair Labyrinth (RPG) Latest Release: Ver.0.08 (1/7/12

Postby Desuka Kira » Sun Feb 26, 2012 1:07 pm

Lucky777 Wrote:Seems to me you'd need to be playing a demon-queen/succubus/mind-controller type game to break a resisting person into your ally right away through any battle, no matter
how hard.
Doesn't quite seem to match the current game's plotline.

Then again, maybe if for your good work the syndicate saw fit to entrust you with some of those obedience drugs...

Still, I don't get the impression that the drug thralls would be particularly useful as fighters, and CERTAINLY not as casters.
Like, I ain't sure that they can react to their surroundings enough to defend themselves, regardless of their defensive combat ability when sober, and I severely doubt that
they can focus enough to cast even basic level 1 cure.


Tis exactly what I was thinking, actually. An finished, non-cum reliant version of the drug, to be exact. Assuming the player spends 4-6 months in the Labyrinth for capture and breaking in, because we all know games don't actually show the realistic timespan :roll: , we could easily justify the Magic Division finishing the drug.

This would also counter-act the second part, as I've even got a scientific explanation for the drug (Finally something productive to use my Chemistry skills in. :lol: ). It would stimulate the anterior pituitary gland, which is the primary gland overseeing sex and the chemical gratification resulting in sex, forcibly causing one injected with it to link sex with overwhelming pleasure, while at the same time, magically altering this organ to also produce Amobarbital, or some other compliance-inducing drug to make them obedient. This would make breaking them in a short amount of time logical.

As well, we could make it a choice thing by saying that there is only a limited supply at the beginning, and give the player X number of doses to use. This will make them choose which NPCs to break in to make the best party. Expanding and deepening gameplay while adding in yet another fetish otherwise near impossible to add.
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Re: Despair Labyrinth (RPG) Latest Release: Ver.0.08 (1/7/12

Postby Lucky777 » Sun Feb 26, 2012 2:16 pm

Well, the syndicate have already got an obedience drug, like the one they use on the more training-resistant slavegirls and the
Spoiler (click to show/hide):

hooded figure accompanying their female martial-artist trainer. Check that loss-scene out with Sairyn for zomgs and giggles.


I don't know how instant it is, but it really doesn't seem to leave the affected peeps particularly capable of reacting to their surroundings in the sharpest way.
For that reason, I'm really not much into the idea myself.
(Or at least I don't think the added party members would be of that much use.)

On the other hand, that haziness of reaction and sluggishness of action might be an actual IN-GAME JUSTIFICATION for that unfortunate rpg phenomenon where captured
enemy boss characters always seem to get a tremendous stat nerf when you add them to your team.
(God DAMN it Magus, what the fuck happened to all those barrier spells, all those fucking HPs, and all those great and devastating attacks?)

I worry that it might make some of the H-scenes into too much work, but on the other hand it might not affect the H-scenes at all.
They might take place primarily in the chambers, with the already captured ones assisting in them.
If you happen to have some already captured ones in your party, or even if you don't have any of them in your party, they'd all have to do Chambers duty anyway, so the scenes
could conceivably be exactly the same.
Of course, I'd still leave the captured peeps to be broken in the old fashioned way, and solo except when I had plot-related party-members, but the idea could totally work.

And receiving the drug itself might be a reward for S-ranking some missions, it'd be a pretty neat system. By S-rank I mean not only accomplishing the goals set out for you,
but going above and beyond the call of duty to accomplish some other goal that either the Syndicate wasn't aware of, or that they had reserved for their most loyal and
strongest fighters within the mission's applicable minimum level-range.
Accomplishing that extra goal could flip a switch which would add the drug reward and probably also other rewards to the mission-report scene.
Or something.

Well, regardless, it doesn't seem like it would be impossible. We'll just have to see what KITA thinks of it, and whether any part of it shows up in the finished Syndicate path.

(Two moar posts to go, brah)
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Re: Despair Labyrinth (RPG) Latest Release: Ver.0.08 (1/7/12

Postby Sakome » Sun Feb 26, 2012 5:46 pm

I mean he could do whatever he wanted right? If he wanted to put something completely unrealistic like a drug that makes someone obedient without any side affects, he wouldn't really have to explain how it worked. Of course it would make everything more realistic if it was I guess someone scientific in how it affected the brain and all that, but it's a game of magic and other unrealistic things so it wouldn't exactly be out of the ordinary I suppose. But I don't think that the heroines would be using the drugs as it isn't their style, or at least not without some gradual change in personality when they turn to the Syndicate and be evil.

Moral of my post: It wouldn't matter if there was something unrealistic about mind control drugs since we're dealing with plant monsters, gargoyles and magic. However! I wouldn't mind training the girls to be obedient....
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Re: Despair Labyrinth (RPG) Latest Release: Ver.0.08 (1/7/12

Postby Okami777 » Sun Feb 26, 2012 7:23 pm

Hey KITAmaru. I've followed this game since it first appeared, though I registered just now. First of all, let me say that you have done an awesome job. I agree with xaina222. Your game IS the best game in the forum. In fact it's the best H-game I've played, second only to Sengoku Rance.

Second, about the (in)famous "Syndicate Path". They way I would prefer it to work is that, upon completion of the game and with low enough purity, the girl would simply take over instead of working for the boss, whover he/she might be (I vote for "she" by the way. I've a thing for strong women). That's far more likely, especially for girls like Riannon and Thyme. I really can't see those two working under anyone.
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Re: Despair Labyrinth (RPG) Latest Release: Ver.0.08 (1/7/12

Postby Darthan » Sun Feb 26, 2012 8:49 pm

Wow, people are getting really deep about a H-game. Kita can really do anything he wants. He has already said that there is stuff that happen in the game already that makes no sense.

As far as the syndicate thing goes, I think it really isn't that big of a deal right now. It would be best left until after the game as Kita originally planned it is complete. As interesting as that option seems I would much rather see the game finished rather than having more stuff dumped into it that get rushed so things get done.

It seems to me that it would actually be better making the syndicate path a completely different game but that is up to Kita.

Anyway, just my two cents on the matter.
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Re: Despair Labyrinth (RPG) Latest Release: Ver.0.08 (1/7/12

Postby KITAmaru » Mon Feb 27, 2012 12:55 am

killzone-
As of right now, no; it's essentially a dungeon crawler. Different 'divisions' in the Labyrinth will certainly give a change of environment for people who are sick of looking at stone walls, but other than that, your character was sent here for a reason. I'm planning on adding some 'playable' flashbacks or illusions sometime in the future to provide more of a change of pace, or maybe a way to travel outside after the primary storyline--mainly because I enjoy the dynamic provided by games like Violated Heroine where you walk around and see who you can screw in a given town, lol. But outside of that, not really.

All-
Succubus, huh... well, there are those too, but you just haven't seen 'em yet. This patch will have some libraries, so if you care to learn more about Elynsorian lore, could be a good one. Anyway, thanks for the ideas all; I'll consider more of what I want to do with the Syndicate path. My only reservation right now is the degree of work that will go into H-scenes and me figuring out the mechanics, since like I said, I only have a pretty rudimentary understanding of VX even til now as I spend more of my time writing or figuring out H-scenes rather than doing tutorials, though I really should be. My primary thought was that it's an H-game and people will be playing it for that rather than for amazing dynamics, buuut, I guess the latter can't hurt in making it more enjoyable experience. Welp.
This personalization is taking forever, so bear with me... heh.
Current project:
Despair Labyrinth (RPG) Latest Update: 0.09 (4/18/12):
viewtopic.php?f=7&t=1583
Feedback:
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Wiki:
http://despairlabyrinth.wikia.com
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Re: Despair Labyrinth (RPG) Latest Release: Ver.0.08 (1/7/12

Postby Lucky777 » Mon Feb 27, 2012 1:37 am

Your primary thought was right, just keep doing what you're doing, and don't get sidetracked into irrelevant nonsense, bro.
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Re: Despair Labyrinth (RPG) Latest Release: Ver.0.08 (1/7/12

Postby Kozan » Mon Feb 27, 2012 3:02 am

Another thing, I'm more interested in the foreshadowing of powerful enemies than I am with the actual story line right now. Like that dude in green in the Stalls. He kind of creeps me out. And the Clown!? Oh man, I really want to kill that guy. So freakin' creepy. So, Kita, I'm definitely hoping that you do something with those two. And, because of the type of person I am, I always want to kill the 4 guys on that one girl in the chambers area. Especially cause one looks like a dwarf. Maybe that's just me, though. Another person I find intriguing is the Assassin in the bar who is actually a girl. I feel like there could be a cool side-story or even main plot line event with that character...maybe a character who joins you because she's so sick of the way other girls are treated (and then maybe turns on you later, laughing at your gullibility?)

I noticed that the Evasion granted from Phantom Mirage doesn't leave after combat. Did you mean for that to be so?

I think you should be able to kill the Veteran Pikeman after seducing him. Just walk up behind him and press the action button, prompting you with "do you want to leave him alone, or slit his throat?" Gains the character experience, and you'd get revenge. Because he stuck it in your pooper.

Idea for an H-scene? The twins+your character and Gywn? Although, I get the feeling that Gywn is being portrayed as a lesbian, maybe it'd be possible, with a high enough relationship with Gywn, to convince her to join you, which would cause the relationship to suffer (since she'd feel awkward doing it and blah blah).

I did notice something else. When you're in the plant area, I know you've set the plants to follow the character. Well, after you beat the Abomination, the plants can't move past the spot where the event is. I don't know why this is, because I've ran into this problem before myself in games. I would just set the event to erase itself after the combat is over, and see if that fixes the problem, unless you don't want them going into that area.

Sorry for the long post, I just played through with Emilia and noticed these things.
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